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Thread: AI pilots bailing due to fire

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    AI pilots bailing due to fire

    Currently, you only have to light a small bit of the bugger on fire and the whole crew bails. As convenient as this is for those of us with only .303s, is there a way to fix this or is it planned to be fixed in the 5.0 update? I makes life easier sure, and I shouldn't be complaining, but I would like to have a bit of a longer dogfight sometimes as the lucky small rudder fire ends what a live player would have continued.

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    TF Leadership RAF74_Buzzsaw's Avatar
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    Re: AI pilots bailing due to fire

    We will be looking at the duration of time before a crew bails due to fire.

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    Re: AI pilots bailing due to fire

    That's a good point you raise. Along the same lines as that, would it be possible to fix the radio comms at the same time? The reason being that often a player can be attacking an aircraft, put a few shots on it and while it doesn't look like you have been super effective, somehow the radio announces "Good Kill!"
    Personally I would either remove that as there is no way the player or a wingman should be able to confirm a kill unless the audio can be changed so it is only activated if the aircraft the player is attacking loses a wing, explodes on the deck or explodes in the air.
    That one audio clip spoils a lot of enjoyment.

    Would it be possible to change it so it activates only when one of the above criteria are met?

    Cheers, MP
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    Re: AI pilots bailing due to fire

    Quote Originally Posted by RAF74_Buzzsaw View Post
    We will be looking at the duration of time before a crew bails due to fire.
    So there is no way to say "hey, its just your rudder, keep going" vs "hey, your engine is on fire, get out NOW", only to say "hey, just wait a little longer before you do bail"?

    I know there is only so much for you guys to work with from what has been handed to you by 1C, I'm just a dumb that likes things spelled out.

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    Supporting Member TWC_Mackers's Avatar
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    Re: AI pilots bailing due to fire

    Quote Originally Posted by Mysticpuma View Post
    That's a good point you raise. Along the same lines as that, would it be possible to fix the radio comms at the same time? The reason being that often a player can be attacking an aircraft, put a few shots on it and while it doesn't look like you have been super effective, somehow the radio announces "Good Kill!"
    Personally I would either remove that as there is no way the player or a wingman should be able to confirm a kill unless the audio can be changed so it is only activated if the aircraft the player is attacking loses a wing, explodes on the deck or explodes in the air.
    That one audio clip spoils a lot of enjoyment.

    Would it be possible to change it so it activates only when one of the above criteria are met?

    Cheers, MP
    I would suggest a range limit in there somewhere. I can see the possibility of a series of "Good kill" messages when planes go down somewhere waaaay away from visual range. Like when you and the flight are landing at East Church and the enemy plane crashes over France.

    There might be an existing series of audio clips in the game that could be recorded, chopped up and reassembled to give different audio clip options. Might be tricky to not have it sound like he is reading out a radar report - but it is an option. Unless the ingame speach files are in some strange format. There might be a limit to how many there can be - an old one might need to be replaced. It would save using voice actors and re-doing all the languages. Something like "Good hit" or "Good shot" or "Good shooting" or some other combinations that could be replicated for the other languages. It doesn't "confirm the kill" but each of the alternative suggestions is acceptable for either it exploding/lost wings/lost tail assembly/crashing/showing no visable major damage/bailing out/spewing smoke. There might even be "Nice shot" or similar, already in the game.
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    Re: AI pilots bailing due to fire

    Quote Originally Posted by RAF74_Buzzsaw View Post
    We will be looking at the duration of time before a crew bails due to fire.
    I add another point while you are checking this aspect, that is realeted to an argument having to do with crew " response " to fire in a certain sense.

    Noticed this with the Bf 110 late variants.

    When your aircraft wing or fuselage takes fire only the rear gunner dies due to it. The pilot remains only wounded.

    Said in general the Bf 110 rear gunner seems to be to much prone to die in respect to the pilot ( Especially when you are manning it manually and speaking of his " resistance " to bullets too), also in respect to other aircraft that have a rear gunner but that have no additional armour plates to protect him ( The Ju 88 top gunner, for example, is the first one that comes to my mind ).
    There are a lot of occasions that both you and the pilot are wounded in the same way but, after a bit, the rear gunner dies while the pilot remains alive.

    Said in brief the Bf 110 rear gunner seems to die much more easily in respect to other aircraft with crew. ( I can open a museeum of dead Bf 110 rear gunners )

    IMHO the way actually the Bf 110 rear guner dies is correct for the early Bf 110 variants ( C-2 mainly, No additional armour plates ) but not so for the later ones.

    If TFS could have the chance to fix this aspect, it should be indeed a great work and a very welcome thing! S!
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